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RADAR TOMB RAIDER<br />

LARA CROFT LIVES ON<br />

Why Tomb Raider: Legend might not suck<br />

PUBLISHER: Eidos DEVELOPER: Crystal Dynamics GENRE: Action RELEASE DATE: November 2005<br />

Preview<br />

IT’S AN UNDERSTATEMENT TO SAY THAT<br />

Tomb Raider: Legend has had a tumultuous<br />

existence thus far. With a new design team,<br />

a desperate publisher, and thousands of jaded<br />

fans, Legend has a lot of work to do if it’s going to<br />

impress anyone. Can Lara Croft still wow the few<br />

fans she has left in the wake of the unmitigated<br />

critical flop that was Tomb Raider: The Angel of<br />

Darkness? After what we’ve seen of Legend, our<br />

answer is a pleased—but reserved—yes.<br />

The design team over at Crystal Dynamics<br />

(best known to PC gamers for the recent<br />

Project: Snowblind) appears to have risen to the<br />

occasion, taking the series back to its dungeondelving<br />

roots while updating Tomb Raider’s look<br />

and feel to take full advantage of the latest-generation<br />

PC hardware. The game is now fully rendered<br />

using Havok physics, and—as we<br />

showed you in our June issue—Lara herself is<br />

cuter, softer, and more realistic than before. Her<br />

movements are much more agile and fluid this<br />

time around, thanks in part to an overhauled<br />

control system that looks to provide a considerable<br />

change of pace from the clunky mess<br />

found in Angel of Darkness.<br />

LARA CROFT 2.0<br />

But make no mistake: Crystal Dynamics isn’t out<br />

to “fix” anything here. Legend has nothing to do<br />

with Angel of Darkness; it’s a completely new<br />

product built from the ground up and designed<br />

with the series’ classic gameplay in mind. As<br />

“Just when you<br />

thought 3D<br />

games were<br />

connected to<br />

your gag<br />

reflex…Tomb<br />

Raider makes it<br />

all feel fresh and<br />

new again.”<br />

–CGW #152<br />

FALLING FROM GRACE<br />

“They’ve made<br />

enough changes<br />

to make it interesting,<br />

but if<br />

you didn’t like<br />

the first game,<br />

this won’t make<br />

you change<br />

your mind.”<br />

–CGW #164<br />

20 > COMPUTER GAMING WORLD<br />

“For those who<br />

can dig it, Tomb<br />

Raider III is by<br />

far the biggest<br />

and baddest of<br />

the series.”<br />

–CGW #176<br />

associate brand manager Mike Schmitt puts it,<br />

“[We took] some time off after the release of Angel<br />

of Darkness and essentially [did] a brand audit—<br />

we’ve made a conscious attempt to get back to<br />

some of the things that made the first game so<br />

special.” Of course, this means some good oldfashioned<br />

acrobatics, high-tech gadgets, and<br />

dual-pistol firefights, but there’s more to Legend<br />

than gunplay and hot pants.<br />

Central to the game’s design is the incorporation<br />

of new puzzle elements into the action.<br />

Crystal Dynamics is trying to move away from<br />

the “find the key and throw the switch” puzzles<br />

found in previous Tomb Raider games, instead<br />

focusing on environment-oriented challenges<br />

with multiple solutions. For example, while<br />

searching for a hidden passageway, Lara might<br />

be able to kick over a statue to uncover the<br />

entrance or perhaps blow the passageway open<br />

with a gun emplacement or a grenade. We’re<br />

assured that a lot of effort has gone into making<br />

fun, exciting puzzles with minimal frustration.<br />

THE PLOT THICKENS<br />

With both new and classic elements in place,<br />

what direction can the series possibly take to<br />

tell a good story that isn’t just another by-thenumbers<br />

artifact-hunting plot? Unfortunately,<br />

Eidos still has its lips sealed about story<br />

specifics. “We’re not giving too much away yet,”<br />

remarks Schmitt. “Lara will encounter a nemesis<br />

long thought dead as the [game] unfolds. Let’s<br />

just say we’ll learn a lot more about Lara’s<br />

past…and what makes her tick.” / Ryan Scott<br />

“Gameplay<br />

hasn’t changed.<br />

You’re still doing<br />

the same running-jumpingclimbing-swimming<br />

moves,<br />

but with a few<br />

new additions.”<br />

–CGW #188<br />

A timeline of Lara’s exploits<br />

“The hours<br />

spent repeating<br />

levels prove that<br />

the designers<br />

have nothing<br />

more to offer.”<br />

–CGW #200<br />

“And thus gaming’shighestprofile<br />

franchise<br />

is run into the<br />

ground and<br />

kicked repeatedly<br />

in the<br />

head.” –CGW<br />

#231<br />

1996 1997 1998 1999 2000 2003<br />

REGULAR<br />

THE GOOD, THE<br />

BAD & THE UGLY<br />

SEPTEMBER 2005<br />

THE GOOD<br />

WORLD OF<br />

WARCRAFT SHIPS<br />

TO CHINA<br />

Not content with the<br />

paltry 1.5 million<br />

users the game has<br />

garnered on this side<br />

of the Pacific,<br />

Blizzard has opened<br />

the World of WarCraft floodgates in China.<br />

We don’t know what this means for the<br />

subscription numbers, but the Chinese<br />

version’s 500,000 beta users definitely<br />

can’t be a bad thing. To put it in perspective:<br />

Blizzard considers North America to<br />

be this game’s test market.<br />

THE BAD<br />

CITY OF HEROES PATCH WOES<br />

The latest City of Heroes patch neuters<br />

many of the game’s travel powers (Flight,<br />

Super Jump, and Super Speed), stripping<br />

away the extreme PVP advantage they provide<br />

by disabling them during combat. This<br />

effectively puts characters with Super<br />

Speed at a disadvantage, since there’s no<br />

corresponding “defense power” offering the<br />

extra kick that Hover and Combat Jumping<br />

provide to Flight and Super Jump, respectively.<br />

Angry players have the official COH<br />

forums in an uproar.<br />

THE UGLY<br />

ULTIMA ONLINE 2,<br />

TAKE 3<br />

EA’s Ultima Online 2<br />

has been canceled…for<br />

the third time. You’ve<br />

probably never heard<br />

about this one—hell,<br />

nobody’s heard of this one except us, seeing<br />

as how we were pitched a UO2 cover<br />

about 10 months back. But now it’s dead<br />

again, replaced with—you guessed it—<br />

another groanworthy UO expansion. And<br />

this time, EA is adding elves to the game,<br />

despite the fact that elves don’t actually<br />

exist in the Ultima continuity. /<br />

>> By mid-2006, Apple computers will have Intel inside. Here’s hoping we’ll be blasting each other in UT 2007 over AppleTalk servers shortly thereafter. >>

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